The bugs that kill indie launches aren't the crashes
Crashes get fixed. What actually tanks a Steam or App Store launch is quieter:
First session that doesn't make it obvious what to do in 30 seconds
A purchase or IAP flow that fails on one device and nowhere else
A tutorial players skip, then get stuck
Save data that dies on force-quit
I QA apps and games for indie studios and solo devs. The useful report isn't a dump of 80 nitpicks — it's severity, exact repro steps, and which bugs will hit real users on day one.
If you're about to ship, test the first 10 minutes on a cold device, not the build you've been living in for months. That's where the money leaks.
